A Familiar World, Torn Asunder- Pathfinder 1e / D&D 3.5 hybrid game


Recruitment

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Howdy all!

This os coming after a long Hiatus, One which I will not go into detail.

Anyways- After a very, very long awaited Trailer Reveil, I've been inspired to bring back one of my oldest Homebrew Champaigns. Which I'm sure you can guess some themes of...

This Game Will be based in the Forgotten Realms, and by extension that means I have to adapt some things over, mostly races and major monsters. However I've already done 90% of the work, I just have to go digging for it. I'll have more information below!

1389- Year Of the Forgotten Enemies

Welcome to Saltmarsh!
After some adventurers came in and helped establish peace with the local Lizardfolk, The Small coastal town has grown quite alot! Now what can be considered a Small City, Saltmarsh has grown into a hub of adventures far and wide!
So, Just for future reference, This is based on the Saltmarsh Found in the Dungeon master's Guide 2 from D&D 3.5e. that means there is no inclusion of the "Ghosts of Saltmarsh" storyline- and nothing will be needed for knowledge. Now this is set shortly after the Spell Plauge, so races such as Dragonborn and Such will be available to play, and magic works a little wonky- but nothing you need to worry about Story wize just note, Some people are gods now, others are not, Some God's died, Ect.

Saltmarsh is located between Baulder's Gate and Amn, A few days south of candlekeep. The town is so small it hasn't even been added to the maps yet.
You and your group have come by because the call for adventure speaks true to your hearts!

Character Creation:

Level:1- Your Characters will be Level one... Yep, That's right, You're all newbies

Classes: Any non-firearm class- Occult Classes on a case-by-case basis. Since the class equivalent dont exist in FR. However I am altering history, ALOT to accommodate for this game so please just ask.

Races: Forgotten realm has so many race varients, I have a tab below to expand some of the simple ones, While giving some of the unrepresented races below as well, otherwise, Any Core! Planetouched are reflavored as Genasi, No rarfolk/catfolk/or any race that doesn't have a FR equivalent

Wealth: Maximum for class

Stats: 20 point build- I want a balanced game, Where the monsters put up a fight, but aren't overpowering.

Traits and Background: 2 traits, A 3rd for a Drawback

Other rules: Backgrounds skills, Varient Multiclassing, And Piece-mail armor(mostly for monsters, all armor will be found in intact sets, however this allows for odd body shapes and such), Ultimate Horror Fear/Insanity rules. Keep track of those sainity points ;P

Important information about game: Early game will be mostly problem solving for the higher ups in the game. You are just adventures after all.
Chapter 1 of my Champaign deals mostly with goblinoids, Lizardfolk, and Orcs, As well as a Witch at one point.
Chapter 2 you will begin to find odd things about town, And the shift will move onto undead and Humanoids, Followed by outsiders,
Chapter 3 gets even Wierder, as you learn the real puppet masters of the dark side of the town
And the final Chapter is you directly opposing the reveiled evil

Over all I designed the game to go levels 1- about 13+ depending on how much side questing you do throughout.

Races and Subraces:

A major concern about things like races in FR is the Wide variety of Subraces!

From Wood elves to Moon elves, From Sheild Dwarves to Gold dwarves. For the most part Pathfinder did a good job Addressing it's own subraces- Making alternative racial stats a thing... However it doesn't change stats, Like alot of the Subraces for FR do. Here are my conversions of races

Elves
Moon Elves- Like the original game, These elves are the base elf

Sun Elves- the only real Difference is the Change to stat bonuses, Which is already applied as The base elf with Pathfinder- so the only difference is how people treat you

Wood Elves- here we have rhe Copper elves, The First Major change to elves! So, The difference between stats here is that Wood elves are naturally better warriors. Unkike other elves, they make poor mages, and are alot less Artful than the other Subraces. The original changes where that Wood elves received a +2 to Str and Dex whole receiving -2 Int and Cha. I believe it should just beas follows:
+2str, +2Dex, -2Con.
Woodelves also have the "Woodcraft" Racial trait instead of Elven magic

Wild Elves- Again, Mostly just a stat Change: to show Wild elves str and Wild Knowledge over their counterparts-
+2Str, +2Wiz, -2Int
-these elves also Receive Woodcraft instead of Elven Magic

Avorial(flying elves)- please just ask me for this, Flight os a big power...

dwarves
Dwarves are well represented By the Subraces of Pathfinder, and none have major stat changes, So just fo with basic dwarf and reflavor as needed

Gnomes:
Same as dwarves, They are well represented

Halflings:
the Ghostfoot halflings are just basic halflings with A bonus feat instead of Halfling luck and Bravery. I think that's an easy trade:
So Ghostfoot halflings may take a bonus feat in trade for Luck, and Bravery

Others:
just ask on a Case by case basis.

Dragonborn(Forgotten Realms):
Dragonborn as seen in the Forgotten Realms

Type: Humanoid(Dragonborn)(0rp): Dragonborn are Humanoids with the Dragonborn subtype

Size: Medium(0rp): Dragonborn are medium and gain no size modifiers

Speed: 30ft(0rp): Dragonborn are normal speed

Ability Modifiers: +2Str +2Cha -2dex(0rp): Dragonborn are physically strong and as naturally charming as dragons, However they lack finesse.

Language: Dragonborn begin speaking Draconic and Common, with high Int they can learn the following languages- Elven, Dwarf, Goblin, Orc, Giant, Aklo, Gnome, Halfling.(0rp)

Draconic Heritage:(2RP)Dragonborn choose a Chomatic or Metalic dragon type at creation. They base all their energy resistance and breath weapon on this type. Additionally Dragonborn are Immune to paralysis and gain a +2 to saves against Enchantments-(Addapted from Elven immunities):Note- this does not count as a Draconic bloodline however Dragonborn must choose the same color if they ever choose a Draconic bloodline in the future

Natural armor:(2rp) Dragonborn. Have hard scales, granting them a +1 natural armor bonus to AC.

Energy Resistance:(1RP) Dragonborn Have 5 Energy resistance based on the dragon type choosen with Draconic Heritage

Breath Weapon:(1+1RP) Dragonborn start the game with a a breath weapon. This breath weapon uses the same shape and energy type as Draconic Heritage. They start with a breath that deals 2d6 damage with a DC of 10+Constitution modifier. This can be used 1+ your con modifier times a day. This can be made stronger through feats(See below)

Claws:(2RP) Dragonborn have 2 claw attacks that deal 1d4 damage each. These count as primary attacks unless used in conjunction with a manufactured weapon.

Low light vision(1RP): Dragonborn can see 2 times as far in dark.

Special Feats:

Improved Breath weapon
Prereq: Dragonborn, lvl 5
Description: your Breath weapon now scales with your level: Treating you as a Sorcerer with the Draconic bloodline -2 levels. The DC to save also becomes 10+ your Con mod+ 1/2 your Hit dice.
This does not stack with breath weapons gained from other sources

Alternative Racial traits:

Replaces breath weapon:
Elemental Assult: you may sheathe your weapons in the energy of your Draconic Bloodline! For 1+your con modifier rounds per day you may apply 1d6 of your choosen element to your weapon. This does. Otherwise stack with energy gained from other sources.

*Cough*

Now, Please ask if you have any questions.

I plan to Run this until June 30th, And will be selecting 3-4 players, Making a small group. Mostly on the account I don't want to be bogged down with multiple tables like i attempted before my Hiatus.


Dotting.
I use to love playing in Faerun.
Is says PF/3.5 hybrid, so can we mix and match, as long as you give a thumbs up?


spacefurry wrote:

Dotting.

I use to love playing in Faerun.
Is says PF/3.5 hybrid, so can we mix and match, as long as you give a thumbs up?

whatever you have in mind, always pass it by me for approval


1 person marked this as a favorite.

There was a 3.5 prestige class called ’arcane hierophant’ for wizard/ druid multi-classed characters. I haven’t found a PF equivalent yet.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Can't you do wizard/druid with Mystic Theurge?

I am interested.


1 person marked this as a favorite.

The Mystuc Theurge really just gives you a bit of flexibility in casting. It doesn’t really add to the Druidic flavor. The hierophant adds to wild shaping, has you combine your familiar and animal companion, and lets you channel magic through your new familiar/companion.

And I just haven’t found anything that really feels like it in PF.


How about a wild elf inquisitor? What would be a good tie into the game as far as deity goes?


1 person marked this as a favorite.

Sounds interesting. What are the rules about 3rd party material?

EDIT: I'd be interested in maybe playing a sneaky/skill monkey character -- like a assassin, scout, investigator, or similar character. I'm wondering about a few 3rd party classes in that category if you'll consider such material.


Interesting idea. Question: if I did a Dragonborn Scaled Fist Unchained Monk with feral combat training, then could his claws progress with Monk Unarmed damage scaling?

Quote:


You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.

Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite.

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

If so, it could be fun to play a Dragonborn who is focused on using his natural weapons and scales to their fullest potential.

——

Also can Dragonborn take Improved Natural Attack? And are the two mutually exclusive (Monk scaling and improved natural attack)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

I am looking at doing a Dragonborn Paladin. So I will need to know what deity options are available to Paladins in this setting.

I'm also curious if the setting has any Dragonborn racial feats. I feel like I have seen racial feats out there that would let them improve their breath weapon, their energy resistance, etc.

Grand Lodge

Half-Orc Arcanist[Blood Arcanist(Orc Blooded)] would be cool


Quote:


Also can Dragonborn take Improved Natural Attack? And are the two mutually exclusive (Monk scaling and improved natural attack)

The two are separate attacks, Moving your hand into a fist and moving your hand in a claw are two separate things- however they do grant an additional thing you cannatack with if you've already made an attack with your other limbs- like how a quarterstaff works.

3rd party: pass it by me before asking

Druid/wizard thing: I believe this was called the "Geomancer" and it works, Although with some adjustments to helpnotnfit into Pathfinder, Let me do some research and I'll get back to you on that.


caps wrote:

I am looking at doing a Dragonborn Paladin. So I will need to know what deity options are available to Paladins in this setting.

I'm also curious if the setting has any Dragonborn racial feats. I feel like I have seen racial feats out there that would let them improve their breath weapon, their energy resistance, etc.

I believe they have feats in the "Races of Dragons" book for 3.5, although they'd need some adjusting to fit properly.

As for Deities: Any Forgotten realms deity that isn't dead at this point. Mind you.. this is Poat-spellplauge. This is in the Era that 4e became a thing- some gods died- some changed purpose. Denir for example recreated the weave and altered how magic worked a little. Mystra is dead, Tiamat is now a god instead of an Archdevil, Teiflings are all claimed by Azmodious (however I refuse to deny other bloodlines where erased- Telieflings now have more free will than before).

Any questions about setting just ask- I'm sure anyone would be glad to explain anything


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Are those feats online somewhere I could scan through to get a sense for the types of things they can do?


Given that peace was made with the lizardfolk, could I play one of those?

https://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-r p/lizardfolk-8-rp


Ok! The build/idea

Lizardfolk are known for what in the forgotten realms? Their appetite. Kasit will be a Lizardfolk warpriest of Sharese, the CG goddess of hedonism and sensual fulfillment. For Kasit, his worship of her is culinary in nature. Introduced to her when the tribe made peace with the outside world, he seeks to travel for the purpose of experiencing all of the different meats that Faerun has to offer.

Class: Warpriest

Feat Plan:
Lvl 1 Class: Improved Unarmed Strike (deity favored weapon)
Lvl 1 Class: Weapon Focus Bite
Lvl 1: Feral Combat Training (does nothing yet)
Lvl 3 Class: Weapon Focus Claws
Lvl 3: Dragon Style (1.5 Str damage on bite)
Lvl 5: Improved Natural Attack Bite
Lvl 6 Class: Dragon Ferocity
Lvl 7: Feral Combat Training (Claws)
Lvl 9 Class: Power Attack (Finally!!!)
Lvl 9: Improved Natural Attack Claws

———

Sadly I can’t be Unarmed with this build. So I plan on eventually getting dragonscale plate. To keep the Lizardfolk savage feel down.

Now, if we are to be fighting Lizardfolk as a main enemy then of course I’ll pick something different.


Dotting this looks interesting, I’ll brainstorm ideas.


Hi guys! I’m dotting my interest here, but I warn that this is my first Pathfinder/3.5 anything, so please tell me if I’m doing some of the crunch wrong. (Honestly I’m still kinda unclear how touch attacks are calculated...)

I’m currently thinking a Half-Orc Sorcerer (Draconic), aiming for the Dragon Disciple prestige class. I’ll post a bit later once I have the stats ironed out and the fluff written up. Really excited to wet my feet on a new system!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

I am looking at a gold or silver Dragonborn Paladin of Bahamut that uses a Bardiche in combat. He would use his claws when enemies get too close. I would like to spend a feat or two on improving his breath weapon (I like the feat you listed, but would want it clarified) and I think it would be fair, looking at other races and their feats, to spend about two feats to gain wings and a fly speed around level 9 or 10. Other than that I'd be emphasizing the Paladin side of him.


caps wrote:
Are those feats online somewhere I could scan through to get a sense for the types of things they can do?

There should be a list somewhere... Of not I have some here... Although I do notice here that these feats are indeed ment for 3.5 so they are a little underpowered

Some Dragon related feats:

DRAGON WINGS
Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.
Prerequisites: Dragonblood subtype, 1st level only.
Benefi t: You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your
maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in mid-air, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Special: Unlike most
feats, this feat must be taken
at 1st level, during character
creation. A kobold with the
Dragonwrought feat can
take this feat at 3rd level.

DM Note this appears to grant you a better version of Gliding wings in place of a feat... I'll alter the "Jump" bonus to acrobatics made to jump, while also stating that this can be taken by any race with the "Draconic" subtype, of which Spellscales and Dragonborn can apply for

IMPROVED
DRAGON WINGS

Your draconic wings now
grant you flight.
Prerequisites:Dragonblood subtype,
Dragon Wings, 6 HD.
Benefit: You can fly at a speed of 30 feet
(average maneuverability). You can’t fl y while carrying a medium or
heavy load or while fatigued or exhausted. You can safely fly
for a number of con-secutive rounds equal
to your Constitution modifier (minimum 1 round). You can exert yourself to fl y for up to twice as long, but then you’re fatigued at the end of the fl ight. You
are likewise fatigued after spending a total of more than 10 minutes per day fl ying. Because you can glide before, after, and between rounds of actual fl ight, you can remain aloft for extended periods,
even if you can only use fl ight for 1 round at a time without becoming fatigued. When you reach 12 HD, you have enough stamina and prowess to fly for longer periods. You can fl y at a speed
of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack. A dive attack works like a
charge, but you must fl y a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a
piercing weapon; if the attack hits, it deals double damage. You can use the run action while fl ying, provided you
fl y in a straight line.

DM Note: man you can see the age on this feat- 3.5 never liked flying characters, And this easily shows it
For one- the speed never increased beyond 30 and they made it limited time!
Although that dive attack does look nice... I think what I'll do here is change where at 12HD your flight becomes 60ft as well as fo up a manuverability step, but I'll also take away the time limit Completely! You also have to get to lvl 12 before you can use that dive attack...

REINFORCED WINGS
You have strengthened the muscles of your wings.
Prerequisites: Str 13, wings and a glide or fly speed.
Benefi t: You can fl y in medium armor or with a medium load. Your speed is still reduced by encumbrance due to armor or total weight.
Normal: Flying creatures can’t fl y in medium or heavy
armor or when carrying a medium or heavy load.

DM Note: This feat seems reasonable and can apply to any Character with above requirements
I find it funny, as players often forget creatures can't fly while also covered in enough metal to make a Orc Struggle

On a final note: The rest of the feats are mostly Kobold related, or shouldn't matter in the long run...


Grumbaki wrote:

Given that peace was made with the lizardfolk, could I play one of those?

https://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-r p/lizardfolk-8-rp

Lizardfolk are indeed fine, although. Quick history for lizardfolk and the realms: LONG AGO!! lizardfolk had a great and mighty civilization Where dragons ruled and Humans/Humanoids where a slave caste, Lisardfolk ruled most of the land until an unfortunate event lost to history that caused the dragon's to loose power and Humanoids became the dominant Species.(it's implied that they filled the dragon's with a rage to destroy Everything they built- resulting in "Dragon Flights") Since then, lizardfolk have become more tribal and savage- although There is still clear signs of sofistication: such as their willingness to work with Humanoids...

Lizardfolk in the realms are seen with suspicious eyes, But are not attacked on sight.
And ah... I do intend you to fight lizardfolk, although it will also be the Lizardfolk asking you to do this for reasons that will become clear in game... NO SPOILERS!!!


So far applications nlook good, although it does seem we have a theme ;P everyone wants to be a Dragon, Dragonborn, Or Lizard! Hahaha!!


Blue Symbiote wrote:

(Honestly I’m still kinda unclear how touch attacks are calculated...)

Well this is how I do them:

Touch Attacks go against the touch AC:(they ignore AC bonuses From armor and Natural armor, relying fully on Dex and Dodge bonuses)
Or are you a 5e player? Because I know ALOT of things are ALOT Different in this game. I know Touch AC and all that didn't exist in 5e...

The easiest way to explain Touch AC and touch Attacks: Basically they are attacks that only require you to touch your opponent- If they can't Dodge it they are hit no matter what armor they have. This mostly applies to Spells or guns. It's why a Wizard can be expected to hit a Fighter in armor that gives him 20+AC. This is also why Dex-based builds are more popular.
It's also why a wraith is a VERY dangerous monster.


Yes, I am a 5e player. Thankfully I’m not completely overwhelmed here, because my first-ever TTRPG system was Star Wars d20, which (I now realize) was semi-based off of 3.5e.

Now, I actually do understand Touch AC, that seems simple enough to me. What I’m lost on is how exactly Touch Attack Bonuses are added up. Judging from your post, I’m guessing their Dexterity based? Or is it like 5e where you use your relevant spellcasting stat?

As a side question, am I crazy, or is there no hard limit on how many spells you can concentrate on in Pathfinder? Did I miss a rule somewhere, or is that as busted as I think it is?


The Lonely DM wrote:
So far applications nlook good, although it does seem we have a theme ;P everyone wants to be a Dragon, Dragonborn, Or Lizard! Hahaha!!

Dragon Force 1! :D


It’s it bad that for a while I considered the Draconic Druid archetype so I could get a drake? :p

I changed my mind tho.


Yes, the dragon all must be lizardy. :D


Wish I could find a good summoner/druid combo.


Okay, here's my submission proper:

Malsheer, Heir of Orsaroth

Stats:
(I apologize that this isn't formatted like a normal Pathfinder stat block.)
CG, *Sorcerer* 1
Undecided, Orc Settlement
Half-Orc, Med (+0), Male, 16, 6'10", 347lbs, black hair, green eyes
---
Str 15 (+2) /// Dex 12 (+1) /// Con 12 (+1) /// Int 10 (+0) /// Wis 7 (-2) /// Cha 19 (+4)
HP 10, DR 0, SR 0, Init +3, Speed 30ft
AC 11, Touch 11, Flat-Footed 10
Fort +1, Ref +1, Will +0
---
BAB +0
CMB +2, CMD 13
Greataxe: +2, 1d12+3 slash, Crit x3
Gauntlet: +2, 1d3+2 bludg, Crit x2
Silvered Dagger: +2, 1d4+1 pierce/slash, Crit 19-20/x2; range 10ft
Acid Splash: +1, 1d3 acid, Crit x2; range 25ft
Sling: +1, 1d4+1 bludg, Crit x2; range 50ft
---
Class Skills: Appraise +3, Bluff* +8, Craft +3, Fly* +5, Intimidate +7 (+8 for dragons), Knowledge (arcana)* +4, Perception +1, Profession (shepherd)* +2, Spellcraft +3, Survival +2, Use Magic Device +7
Trained Skills: Handle Animal* +5
Languages: Common, Orc
---
Loads: L 66, M 133, H 200 / 55 lbs
greataxe, gauntlet (2), sling (10 bullets)
silvered dagger, tindertwig (10)
explorer's outfit, backpack, bedroll, belt pouch, trail rations (5 days), sack, sewing needle, waterskin, whetstone
8cp, 6sp, 56gp
---
Feats: Eschew Materials, Toughness
Racial Abilities: Darkvision (60ft), Intimidating, Orc Blood, Orc Ferocity, Weapon Familiarity
Class Abilities: Spells (Cha), Bloodline (Draconic), Cantrips, Eschew Materials, Bonus Spells, Bonus Feats, ^Bloodline Arcana, Bloodline Powers (Red)
Bloodline Powers: Claws (+2, 1d4+2, 7 rounds)
XP: 0
---
Spells Known: 4 zero, 2 first
Spell Save DCs: 14 zero, 15 first
Spells Per Day: 3 (+1) first, (+1) second, (+1) third, (+1) fourth
0th - Acid Splash, Dancing Lights, Detect Magic, Flare
1st - Burning Hands^, Shield
---
Traits: Imposing Scion, Poverty-Stricken, Reactionary
Drawbacks: Attached (silvered dagger)
---
Sanity Score: 26
Sanity Threshold: 4
Edge Score: 13
Sanity Damage: 0

Backstory Summary:
(I could not get this to work as prose, so now we're doing bullet points.)
> The child of a Human mother (Adaline) and an Orc father (Thollis).
> Grew up on a dirt-poor farm at the edge of an Orcish settlement.
> Family on his father's side is descended from a draconic cannibal named Orsaroth the Devourer.
> Bloodline has infamous reputation (especially amongst orcs and dragons) as dangerously unpredictable wild cards.
> He and his father (and later his younger brother) all have sorcerous powers.
> Mother sought out father to study his bloodline, fell for...something, apparently. Relationship was mutual.
> Father had been previously injured in battle, leaving him unable to walk without assistance. Forced to work a farm by the settlement.
> Trained to be a shepherd, not very good at it.
> Raised mostly by his mother, father bitterly distant.
> Bullied by other kids for both his infamous heritage and half-breed nature.
> Mother died after giving birth to another son. The memory of watching her die still haunts him.
> Younger brother (Durlesh) is raised mostly by him, father becomes even more withdrawn.
> Decides to go adventuring after "home" environment becomes too much for him to bear, still feels guilty about leaving.

Now that I have my boy more solidly planned here, I have some questions for you Mr. The Lonely:
1. I know the Attached drawback says that the GM's supposed to choose the object of attachment, but I had the fun idea of having his silvered dagger be his mother's previously and kinda fell in love with the concept. Is that okay? I'm willing to change it if you prefer.
2. How likely are we to get more character-personal factors in this game (NPCs, quests, etc.)? Because I jotted down a brief history of Orsaroth, but I don't wanna bog down the game if it's not going to have any relevance.
3. I'm assuming that we get to keep our leftover starting funds? Or do those just evaporate after character creation?
4. What XP track are we on (fast/medium/slow)? Not really relevant for character creation, but I'd like to know none the less.
5. What spell sources are we allowed to draw from? I'm sticking with the Pathfinder core for now, but I'm curious if I can try out some of those other cantrips I saw listed for Sorcerers in the archive. The one that let me light things on fire at will sounded really fun.

If anybody has recommendations or comments, please let me know! I'm so worried I did something wrong here and made a mess of things. Please please please give feedback if you have it. I'm all ears.


Blue Symbiote wrote:

Now, I actually do understand Touch AC, that seems simple enough to me. What I’m lost on is how exactly Touch Attack Bonuses are added up. Judging from your post, I’m guessing their Dexterity based? Or is it like 5e where you use your relevant spellcasting stat?

As a side question, am I crazy, or is there no hard limit on how many spells you can concentrate on in Pathfinder? Did I miss a rule somewhere, or is that as busted as I think it is?

1) Touch Attack is based in whether your melee or range. If you're touching Via a melee attack that's BAB+Str bonus, or if your doing it Via a Ranged Attack it's BAB+Dex. I also allow mages to simply touch without it being considered an attack Via BAB+Dex.

2)You can only concentrate on one spell that requires concentration at a time, However you can cast spells so long as you take the swift action to also concentrate.


Blue Symbiote:
1) Yes!

2) Mildly, Depending on how much it effects your character, Might be added to the side quests.

3) yes

4)About Fast

5) Anything as long as it's relevant to your character, and also isn't 3rd party


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber
caps wrote:
I am looking at a gold or silver Dragonborn Paladin of Bahamut that uses a Bardiche in combat. He would use his claws when enemies get too close. I would like to spend a feat or two on improving his breath weapon (I like the feat you listed, but would want it clarified) and I think it would be fair, looking at other races and their feats, to spend about two feats to gain wings and a fly speed around level 9 or 10. Other than that I'd be emphasizing the Paladin side of him.

Should I start putting some crunch together? How much background are you looking for?


The Kobold Klan wrote:

1) Touch Attack is based in whether your melee or range. If you're touching Via a melee attack that's BAB+Str bonus, or if your doing it Via a Ranged Attack it's BAB+Dex. I also allow mages to simply touch without it being considered an attack Via BAB+Dex.

2)You can only concentrate on one spell that requires concentration at a time, However you can cast spells so long as you take the swift action to also concentrate.

Aha, I see. Okay, well at least I guessed right when I did my crunch. Now I’m debating wether I want to switch around my Strength and Dexterity scores though...

So I did miss a rule. Oh well, thanks for letting me know. Actually, thanks for explaining this period. I really appreciate it. :)

The Lonely DM wrote:

Blue Symbiote:

1) Yes!
2) Mildly, Depending on how much it effects your character, Might be added to the side quests.
3) yes
4)About Fast
5) Anything as long as it's relevant to your character, and also isn't 3rd party

1. :D

2. Well, I’m mostly using it to give a reason to why my only attacking cantrip is Acid Splash (side note, why the hell are there so few attacking cantrips!?), but I was also looking through the kinds of madness that I’m going to get I might obtain, and my boy becoming convinced he’s Orsaroth reincarnated sounded like a fun idea.
3. ...s&**. Now I gotta find a good way for a poor farm kid to suddenly have a massive chunk of gold in his pocket. :/ Well, least that’s a good problem to have.
4. Noted.
5. Okay then. Uh, I’m assuming everything on the Archive of Nethys is 1st-party stuff?


Background: Anything you feel is sufficient

ARCHIVES: yes everything on the Archives of Nethis is 1st party. Just be aware that some of it isn't relevent or is reliant on class/race/deity. As for why there are so few attack Cantrips: Because you can apply sneak attack to them if your a rogue. It would be overpowered if you had more than just the 4 basic elements as Cantrips.


Well, one thing I love about pathfinder is that just about anything can be broken.

For example:

Class: Sorcerer (Phoenix Bloodline)
Trait: Metamagic Master (Ray of Frost)
Lvl 1 Feat: Elemental Spell (can change Ray of Frost into ray of flame)

Why? Because Phoenix Sorcerers can turn turn fire damage spells into healing, at 1/2 of what damage would be done. The trait/feat combo lets you do 1-2 Hp healing as a cantrip. Ie: unlimited healing cantrip.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Level 1 and maybe level 2 are tough as a caster because your spells are so limited. But as you go to higher and higher levels, you get more and more spells of increasing power so it's harder to run out.

More to the point, Martial classes in Pathfinder are really good at doing damage. They're less good at, well, everything else. Casters can do so many *other* things, that the designers balance that out by letting the martials go a lot more damage. Thus cantrips don't do much damage.


The Lonely DM wrote:

Background: Anything you feel is sufficient

ARCHIVES: yes everything on the Archives of Nethis is 1st party. Just be aware that some of it isn't relevant or is reliant on class/race/deity. As for why there are so few attack Cantrips: Because you can apply sneak attack to them if your a rogue. It would be overpowered if you had more than just the 4 basic elements as Cantrips.

Yeah, I was noticing restrictions like that on the spells. I'll be sure to keep a keen eye out for stuff like that in the future.

I get it. I'm just kinda bummed I can't have a fire Cantrip without jumping though rules hoops. (I miss 5e's Fire Bolt already...)

That being said, I've been pausing the spell codex, and some of the actual leveled spells are absolutely bananas. Like, who the hell was so drugged out of their mind that they came up with a spell to remove your skin and pilot it around? Or how about Fire Sneeze? On name alone I was doubled-over with laughter, and the effect is so worthy of the name. Then there's clothing-based spells, way more fun summoning spells, a nice distribution of damage types (side note, I'm now actually considering changing dragon ancestry because I don't have to be using fire to be viable!), just so much good stuff. I'm really looking forward to being a spellcaster in this system.


Oh yes mages in Pathfinder are really Powerful later on, plus they typically have the skills to be good in RP, unlike most melee. However- Like most games they fail to get in line in small spaces- Like Hallways or tunnels... Can't toss your fireball when all the walls are wood, It's a 20ft long hallway, And your allies and you are crammed together in this tight space.

I believe it's known that the Druid is one of the most OP classes- Access to some of the greatest spells in the game as well as good damage output at almost every level.
Witch I believe is considered the second best- with the ability to follow an ally around cackling like a maniac while they receive a bonus to everything for it...


Ah yes, the bane of every honest, fireball-slinging mage. NARROW CORRIDORS.

Tempting, but I think I’m sticking with Sorcerer. It’s my go-to for fantasy systems nowadays. In regards to my choose dragon bloodline however, I’ve narrowed things down to Red, White, and Copper. I’m currently leaning towards Copper, but I wanted some more experienced player/GM input before I made a change final. So could an acid-focused mage work? Or would cold/fire be better?


Blue Symbiote wrote:

Ah yes, the bane of every honest, fireball-slinging mage. NARROW CORRIDORS.

Tempting, but I think I’m sticking with Sorcerer. It’s my go-to for fantasy systems nowadays. In regards to my choose dragon bloodline however, I’ve narrowed things down to Red, White, and Copper. I’m currently leaning towards Copper, but I wanted some more experienced player/GM input before I made a change final. So could an acid-focused mage work? Or would cold/fire be better?

Yes, especially since most damage immunity falls into the Fire/Ice area and almost nothing is Immune to Acid... Beside who's gonna be using Clay Golems anyways?

In the end it's up to you, Personally I do see Sorcerer as the universal "Mega mage" when it comes to your ability to blast things for high damage. Although the mages I build are typically Gimmicky- Like my Possession based Psychic Bloodline Sorcerer who possesses enemies and then stabs himself to death


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

I will try to put together some crunch (and hopefully at least an initial background) this weekend.


The Kobold Klan wrote:
Yes, especially since most damage immunity falls into the Fire/Ice area and almost nothing is Immune to Acid... Beside who's gonna be using Clay Golems anyways?

HAH! That's almost exactly opposite in 5e! I'm loving this already!

The Kobold Klan wrote:
In the end it's up to you, Personally I do see Sorcerer as the universal "Mega mage" when it comes to your ability to blast things for high damage. Although the mages I build are typically Gimmicky- Like my Possession based Psychic Bloodline Sorcerer who possesses enemies and then stabs himself to death.

...okay, I have some serious questions about how the hell you turned yourself into a voodoo doll, but I'll save them for later. Right now, I do think I'm gonna go ahead and swap for Copper heritage. Also changed my spells a bit, mostly just swapping for stuff that's more in-theme with copper dragons (details in spoiler bellow). Also gotta re-write some of the background lore.

@The Lonely DM: Would you prefer if I PM'd you the backstory lore, posted it here, or waited till after I get chosen for the campaign?

New Spells:
0th - Acid Splash, Detect Magic, Ghost Sound, Resistance
1st - Corrosive Touch, Shield


Post your background in the Alias you're using for your character- And if you're wondering- look up the Possession spell- Note that your target doesn't get another save when you put their body in danger, and note how since they are now you... You can coup de gras yourself(their body) without penalty, and they are fully aware of every second of it as you repeatedly stab yourself, Laughing like a maniac, Muahahahaha

Man I love being evil...

Honestly it works best as an Evil Pain-disapline Psychic. Probably human, as that way you can also eventually Be immortal as there's a Lvl 9 Psychic spell that lets you permanently switch bodies with people of the same race...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Will we be using the "No Feat Taxes" alternate rules described here?

And what about the Stamina rules from Pathfinder Unchained? Do they cost a feat to buy-in, do Fighters get them for free, or does everyone get them for free?

I'm starting to put together a character but I came down with something and it is putting a wrench in all my weekend plans.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Still working on the background but here is the crunch I have so far.

Rhogar:
__________________________________________________________________

Rhogar
Paladin 1
LG Medium humanoid (dragonborn)
Init +1; Senses Perc -1, SM +3, low-light vision

--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (10 base + 1 natural + 5 armor + 1 Dex)
HP 13/13 (10 base + 2 Con + 1 favored class)
Fort +4, Ref +1, Will +1; immune to paralysis,+2 vs. enchantments
Energy Resistance (Cold) 5

--------------------
Offense
--------------------
Speed 30 ft.
Melee
Bardiche, attack: 1d20 + 4 ⇒ (20) + 4 = 24
slashing: 1d10 + 4 ⇒ (6) + 4 = 10
19-20/x2 critical, reach

Claw, attack: 1d20 + 4 ⇒ (7) + 4 = 11
slashing: 1d4 + 3 ⇒ (4) + 3 = 7
2x natural attack

Ranged

Space 5 ft.; Reach 5 ft.

Special Attacks
Breath Weapon

Spell-Like Abilities
Detect Evil (at-will)

--------------------
Statistics
--------------------
Str 17
Dex 12
Con 14
Int 10
Wis 8
Cha 16

Base Atk +1; CMB +4; CMD 15

Feats
Dragon Wings
Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.
Prerequisites: Dragonblood subtype, 1st level only.
Benefit: You have wings that aid your jumps, granting a +10 racial bonus on Acrobatics checks made to Jump. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in mid-air, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

Traits
??

Languages
Common, Draconic

SQ
Natural Armor
Energy Resistance (cold) 5
Breath Weapon (3/3, 2d6, DC12)
Claws
Low-Light Vision
Aura of Good
Detect Evil (at-will)
Smite Evil (1/1) +3 atk, +1 dmg, +3 deflection to AC vs. evil creature

Skills 2 ranks (2 class)
+7 diplomacy (1 rank + 3 class + 3 Cha)
+3 sense motive (1 rank + 3 class - 1 Wis)

Background Skills 2 ranks
+4 knowledge, geography (1 rank + 3 class)
+4 knowledge, history (1 rank + 3 class)

Combat Gear
26 cold iron bardiche
200 breastplate armor

Other Gear
15 Dungeoneering kit (two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs)
12 Pathfinder's kit (backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone)
1 wooden holy symbol of Bahamut
10 simple holy text of Bahamut

36gp

--------------------
Special Abilities
--------------------
Draconic Heritage (Silver):
Dragonborn choose a Chomatic or Metalic dragon type at creation. They base all their energy resistance and breath weapon on this type. Additionally Dragonborn are Immune to paralysis and gain a +2 to saves against Enchantments

Natural armor:
Dragonborn. Have hard scales, granting them a +1 natural armor bonus to AC.

Energy Resistance (cold):
Dragonborn Have 5 Energy resistance based on the dragon type choosen with Draconic Heritage

Breath Weapon (cold 30ft. cone, 2d6, DC12, 3/day):
Dragonborn start the game with a a breath weapon. This breath weapon uses the same shape and energy type as Draconic Heritage. They start with a breath that deals 2d6 damage with a DC of 10+Constitution modifier. This can be used 1+ your con modifier times a day. This can be made stronger through feats

Claws:
Dragonborn have 2 claw attacks that deal 1d4 damage each. These count as primary attacks unless used in conjunction with a manufactured weapon.

Low-Light Vision

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.


I will not be using the feat tax rules, no


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Here is some background for Rhogar.

Background:

Snapshots
Grew up in the temple to Bahamut and trained there from an early age to become a Paladin.
Does not know his biological family.
Thinks of the priesthood of Bahamut as his parents, aunts, uncles, etc. the paladins and warpriests of Bahamut as his brothers and sisters, and the inquisitors and such as his cousins.
Though he is very strong, he is also kind, gentle, and compassionate.

Goals and Metagoals
He's in Saltmarsh on his way to visit another Temple to Bahamut, but he is itching to start "doing some good" and/or slaying some evil

Memories, Mannerisms, and Quirks
He has a deep welcoming laugh.
He is not quite naive, but he is very young in the ways of the world.


Bump!


Tiefling Would you let in a planes walker form Sigil?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Do you need anything else from me for my submission, GM?

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